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Home » Stars! 2.6/7 » The Academy » HE design and play (split from "Balancing Quick-Start / Long-Term")
HE design and play (split from "Balancing Quick-Start / Long-Term") Sat, 31 July 2004 02:59 Go to next message
asimov is currently offline asimov

 
Crewman 3rd Class

Messages: 5
Registered: July 2004
Not exactly on topic, but have you tried a race like...

HE
IS, OBRM
grav and temp immune, rad 66-90 (or move that so you can use the radiating ramscoop, i couldn't remember the exact number it requried)

6% growth, 1 in 4

1/1000
15/7/21/checked
15/3/20
4 cheap, i'd take energy, weap, con and electronics if it was me, so you could get some really nasty and various metamorphs out early

this is something i'm actually using to get back into the habit of playing stars again, it's been quite some time and i find i'm making stupid mistakes like not setting my research on the first turn and stuff, so i don't have a benchmark to give you yet.

give me a while, it looks like i'm becoming addicted again after a several year hiatus.

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Re: Balancing Quick-Start / Long-Term Sat, 31 July 2004 20:59 Go to previous messageGo to next message
Hooga is currently offline Hooga

 
Crewman 1st Class

Messages: 31
Registered: July 2004
can you say BUMP?

Interesting race BTW. I'd say the hab and HE don't mix very well. The rad ram isn't necessary for HE as you have the minicol. You can still use the rad ram on your non-transport ships without that hab. Very good econ / tech settings even for a QS.

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Re: Balancing Quick-Start / Long-Term Tue, 03 August 2004 05:58 Go to previous messageGo to next message
Steve1

 
Officer Cadet 2nd Year

Messages: 240
Registered: January 2003
Location: Australia
Quote:

However I seem to get my butt whipped by f**king hordes of the little HE critters swarming over the planets I was trying to remote mine like a dirty plague spreading accross the stars!



A scout hull with red (or better) laser and a battleboard speed of 1 is normally sufficient to knock off those pesky mini-colonisers. Sometimes the mini-coloniser will get lucky and evade destruction, but rarely twice in a row.
You might want to warn your neighbour that their colonisers heading towards your territory will be indiscriminently shot down. It's often enough to deter an opportunist from sneaking into your space. Very Happy

If they send better warships to deal with your armed scouts then you probably would have had to face them at some point and against most HE designs you will probably have an early game advantage. Twisted Evil

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Re: Balancing Quick-Start / Long-Term Tue, 03 August 2004 11:58 Go to previous messageGo to next message
Carn is currently offline Carn

 
Officer Cadet 4th Year

Messages: 284
Registered: May 2003
asimov wrote on Sat, 31 July 2004 08:59

Not exactly on topic, but have you tried a race like...

HE
IS, OBRM
grav and temp immune, rad 66-90 (or move that so you can use the radiating ramscoop, i couldn't remember the exact number it requried)

6% growth, 1 in 4

1/1000
15/7/21/checked
15/3/20
4 cheap, i'd take energy, weap, con and electronics if it was me, so you could get some really nasty and various metamorphs out early

this is something i'm actually using to get back into the habit of playing stars again, it's been quite some time and i find i'm making stupid mistakes like not setting my research on the first turn and stuff, so i don't have a benchmark to give you yet.

give me a while, it looks like i'm becoming addicted again after a several year hiatus.



Do not take 4 cheap, it cost 130 points over 3 cheap, 1 normal.
Taking factories above 16 has a higher price for HE than other PRT.
If you are satisfied with ~facs 15/9/16 and mines 12/3/18 and 3 techs cheap and 1 normal you can afford tri-immune. Though your economy will be slightly slower at start your pop growth will be much faster and by turn 25-30 you will have better resources. And with such low growth rates pop is more important than facs.

Carn

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Re: Balancing Quick-Start / Long-Term Tue, 03 August 2004 12:12 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Agree on 3.5 rather than 4 on techs part.

On factories/growth... it depends what you want for a QS, what map settings are, etc.

Quick start with an HE isn't just about race setting, but knowing how to micromanage the early expansion. Best fast growth systems for other races aren't best for HE.

Once my Trans game is done I will go into details.


[Updated on: Tue, 03 August 2004 12:13]

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Re: Balancing Quick-Start / Long-Term Thu, 05 August 2004 18:49 Go to previous messageGo to next message
asimov is currently offline asimov

 
Crewman 3rd Class

Messages: 5
Registered: July 2004
thanks for pointing out the 4 cheap thing, that's something i had forgotten as well, it was always 3.5 before.

The fact/mine settings are something of a personal preference that allowed me to maximize warship production and do something with the population growing on the frontiers when i started running up against resistance. Then backfill my first colonized worlds (starting with HW), give them a chance (just a couple years) to max factories, then start cranking out ships with the huge stockpile of minerals laying on the surface.

I won't try to say its perfect, i won't try to say it'll beat anything, but in a blitz or a blitz-like game (tiny, few players, etc) about the only thing that can really even come close to it's very early tech, production, and warfighting capablities are a 1ww, or some very specialized QS CA's like uhm... what's the name of that race? the darites or dariaites or something to that effect, a race orca used to play sometimes in blitz games.

-Asimov

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Re: Balancing Quick-Start / Long-Term Thu, 05 August 2004 21:17 Go to previous messageGo to next message
Carn is currently offline Carn

 
Officer Cadet 4th Year

Messages: 284
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A wider hab acts in a limited way as a pop growth bonus and mine bonus.

Pop will grow faster as less time is wasted on terraform and the more planets allows to choose only the mineral rich ones first, though that most times will not affect all three mineral sorts.
A 3i will never face a germ problem early, as first colony will have 80+ germ.

Of course for HW there is no advantage in growth or minerals and the mineral advantage will get lower in long run(except with genesis device).

But if you intend to kill first races before 25, then of course these advantages do not count, as before 25 HW is the only planet to produce relevant number of ships.

Carn

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Re: Balancing Quick-Start / Long-Term Fri, 06 August 2004 00:32 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
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Location: Edmonton, Canada
Quote:


A 3i will never face a germ problem early, as first colony will have 80+ germ.

Of course for HW there is no advantage in growth or minerals and the mineral advantage will get lower in long run(except with genesis device).

But if you intend to kill first races before 25, then of course these advantages do not count, as before 25 HW is the only planet to produce relevant number of ships.



First, my 3i HE's are always worried about germ. Germ is exported to new colonies to speed up (factories before mines), always in tight supply no matter what worlds are like.

Second, worlds other than HW can produce relevant number of ships for 3i HE, (or some 2i or some 1i 1w 1narrow depending on draw of planets)

A mistake people make is to stick with wait for 25% rule even with 3i. Often nearby planets have better minerals and all have same hab. So often better to kickstart them before 25% HW, HW can carry self with factories already built. Thus you don't have lag with HW reaches 25% but no colonies have factories... it is not like you can normally pick up production from HW and move it to those new colonies you want to grow in a hurry.

Attacking me early, Sotek likely didn't realise how well my first set of colonies was already built up by 2425 and ready to help...

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Re: Balancing Quick-Start / Long-Term Sat, 25 September 2004 18:01 Go to previous messageGo to next message
SinicalIdealist is currently offline SinicalIdealist

 
Chief Warrant Officer 3

Messages: 184
Registered: October 2003
Location: North-left US

When it comes to HEs. I'm much more of a fan of high growth races. I've tried many different varieties. The old 4% has been dead for a long time. My personal favorite right now are 13 and 14% QSs. Go for a wide 1 immune hab. High factory efficiency and W+N cheap, and you have a good powerhouse. Breakpoint techs: Mk IV and Flux caps are nice. in the 30s. Shoot for 10k by 30 at least.

Best w/ a HG variant at 36% PGR was 16k by 30, 6k or so by 20. MM is insane by year 5 though. Tops out around 30k by 50 if you don't roll over your nearest 5 opponents. It's a race only for the severely self loathing.



g.e.
====

"When the newspapers have been read, the TV sets shut off, the cars parked
in their various garages. Then, faintly, I hear voices from another star.
(I clocked it once, and the reception is best between 3:00 A.M. and 4:45
A.M.). Of course, I don't usually tell people this when they ask, "Say,
where do you get your ideas?" I just say I don't know. It's safer."
-P. K. Dick

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Re: Balancing Quick-Start / Long-Term Sat, 25 September 2004 21:49 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
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Location: Edmonton, Canada
Quote:


The old 4% has been dead for a long time.


mlaub has been doing the 4% and 5% 3i HEs quite successfully, and I have won my first 2 games ever played with 6% 3i HE (both with non-standard rules, last game was Trans which had 2 of your fellow IRC members in it).

Much depends on game setup, non-ACC BBS and/or higher density games are better for the ones you suggest. I have looked at similar, my target growth rate is 12-13%, touch lower than you and may opt for TT rather than an immunity (helps long term a bit more at price of short term).

....

One unusual interesting variation I saw for a JOAT quicker start in my first game was a lower pop growth rate combined with faster factory growth/max factories.

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Re: Balancing Quick-Start / Long-Term Sun, 26 September 2004 01:35 Go to previous messageGo to next message
Carn is currently offline Carn

 
Officer Cadet 4th Year

Messages: 284
Registered: May 2003
multilis wrote on Fri, 06 August 2004 06:32

Quote:


A 3i will never face a germ problem early, as first colony will have 80+ germ.





First, my 3i HE's are always worried about germ. Germ is exported to new colonies to speed up (factories before mines), always in tight supply no matter what worlds are like.



A mistake people make is to stick with wait for 25% rule even with 3i. Often nearby planets have better minerals and all have same hab. So often better to kickstart them before 25% HW, HW can carry self with factories already built. Thus you don't have lag with HW reaches 25% but no colonies have factories... it is not like you can normally pick up production from HW and move it to those new colonies you want to grow in a hurry.

Attacking me early, Sotek likely didn't realise how well my first set of colonies was already built up by 2425 and ready to help...




Why do you have germ problems with HE 4-5%? Mines are magnificient and you can choose.
And 6% HE will have slightly better than HG mines and will still have the advantage to concentrate on germ rich worlds first, so will still have less problems with germ than other.

And with 25% rule i cannot see any difference whether you have 1 planet with 25% or 5 with 5% in growth and facs operated as long as pop eff is 1/1000 or better, so why shouldn't i grow HW to 25% it its good in mins?

Carn


[Updated on: Sun, 26 September 2004 01:35]

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Re: Balancing Quick-Start / Long-Term Sun, 26 September 2004 05:11 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Quote:


Why do you have germ problems with HE 4-5%?



Needing to build mines slows down building factories. More germ means less need for mines before factories max out. So heavy focus on having good germ planets first as hab don't matter to a 3i. (I was doing 6% HE rather than 5%, but with really good mine settings.)

Math comparing factory growth from germ kickstart to regular
{
If 10 factories produce 15 resources and 10 factories cost 60 resources, then growth is 15/60 or 25%

If 10 factories + 10 mines produce 15 resources and 10 factories + 10 mines cost 90 resources then growth is 15/90 or 16.7%
}

Quote:


cannot see any difference whether you have 1 planet with 25% or 5 with 5% in growth and facs
After reaching max factories for your hold level of 25% pop, factory (eccon) growth stops there.

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Re: Balancing Quick-Start / Long-Term Sun, 26 September 2004 10:46 Go to previous messageGo to next message
Steve1

 
Officer Cadet 2nd Year

Messages: 240
Registered: January 2003
Location: Australia
Quote:

Math comparing factory growth from germ kickstart to regular
{
If 10 factories produce 15 resources and 10 factories cost 60 resources, then growth is 15/60 or 25%

If 10 factories + 10 mines produce 15 resources and 10 factories + 10 mines cost 90 resources then growth is 15/90 or 16.7%
}

Not sure that I see your point here.
No one sets their mines to cost 9 (10 mines = 90)
It just wouldn't be worthwhile!

You typically want your mines to cost 3 (10 mines = 30), so that when you need them they'll be very quick and easy to build.

I'll accept that someone might want them to cost 4 or perhaps even 5 depending on the situation, but not 9 !!!

Perhaps I misunderstood what you meant???


Quote:

Breakpoint techs: Mk IV and Flux caps are nice.

Very nice indeed, the only trouble being that by this stage your opponents at the very least have Jihad's. Juggers are almost viable if not available by this stage.
It's great to be able to attack your opponent with BB's and Flux Caps, but against Jihads/Juggers they cost less and fair very badly. Chaff at this stage is still a bit expensive and since we're talking about a HE race ...... umm well it has no gates, so chaff isn't as readily available.
The fact that you chose Energy cheap won't help you too much either, as missiles that miss their target often take it out on the armour anyway. Once the shields are all gone (which wouldn't take long) the missiles do double damage to your armour. At this stage your ships aren't fast enough and due to the greater range of my missile BB's I'm taking out some of your BB's "before" your chaff (which cost you a fair bit to start with anyway). My battle orders are minimise damage (in many cases), so it takes a few rounds before you even get within range. If you don't yet have the Overthruster (prop12), well you are in big trouble.

To be honest I love attacking HE, even if they have an ally with gates. You know full well that they can't gate their chaff or warships to their own planets. It's almost a paradise, in fact HE is my second most preferred victim to AR Twisted Evil
Where's my mate Zoider? Twisted Evil

Pesonally I don't consider lasers viable again (past weap10) until Weap20. Now that's a decent laser and you at least have some chance of doing sufficient damage.
There's always exceptions of course and to be honest the Flux caps can significantly change the outcome of a battle, but can you get enough ships to the focal point in time to make a difference? Shocked

Quote:

And with 25% rule i cannot see any difference whether you have 1 planet with 25% or 5 with 5% in growth and facs operated as long as pop eff is 1/1000 or better, so why shouldn't i grow HW to 25% it its good in mins?

I can see both sides of that argument and they are each certainly valid. It just depends on the situation.

Personally I prefer in most situations to grow my HW to at least 25% for three reasons
a) The minimum 30% HW mineral concentration is a significant factor.

b) If you want to attack or are attacked by another race early, then it's your HW that will make the significant difference.
It's great to have 10-20 worlds before anyone else, but if only your HW has a starbase and as a consequence of growing on too many worlds, only has a pop of 100k, how do you expect to perform against a race with 300k on their HW?
You may have more pop overall and the same resources, but if you lose your HW it "might be" the end of you.

c) The compounding factor in factory/mine building can make all the difference. It's true that in a 3i race your pop can grow on any planet just as well as another and yes some planets will give you better mineral output than your HW, but the initial starting Facs/mines on your HW are what gives you the strength to defend against an early attack or be the aggressor in the initial years.

Use that to your advantage and you could become a powerhouse. Then again if you're left alone for long enough, then taking the higher concentration mineral planets will help you immensely.
The main problem wit
...



[Updated on: Mon, 27 September 2004 03:23] by Moderator


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Re: Balancing Quick-Start / Long-Term Sun, 26 September 2004 11:13 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
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Location: Edmonton, Canada
Quote:


Not sure that I see your point here.
No one sets their mines to cost 9 (10 mines = 90)


10 factories cost 60 resources and 10 mines cost 30 resources = 90 resources. Without germ kickstart, assuming need around as many mines as factories for factory growth. Assuming a quick start design where factories cost 6 and mines cost 3.

Quote:


To be honest I love attacking HE, even if they have an ally with gates. You know full well that they can't gate their chaff or warships to their own planets. It's almost a paradise, in fact HE is my second most preferred victim to AR

Gateless HE fights different. I call those border colonies I can't defend sacrifical lambs. The enemy attacking them has less ships to defend himself. Goal is to keep enemy fleet away from his gates as long as possible, HE has twice as many colonies each worth half as much so can afford to lose a few (grow others to replace easy enough).

Quote:


Pesonally I don't consider lasers viable again (past weap10) until Weap20.

??? Mixed fleet with sappers and beamers and flak and missiles beats missiles and flak alone. If you're not fielding beamers, I simply crank up speed on my beamers and quickly kill your flak and get your missile shields down. 2.25 speed range 3 beamers hit your flak round 1 and your missile ships round 2.

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Re: Balancing Quick-Start / Long-Term Sun, 26 September 2004 11:35 Go to previous messageGo to next message
Steve1

 
Officer Cadet 2nd Year

Messages: 240
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Location: Australia
Quote:

10 factories cost 60 resources and 10 mines cost 30 resources = 90 resources. Without germ kickstart, assuming need around as many mines as factories for factory growth. Assuming a quick start design where factories cost 6 and mines cost 3.

Ah, now I get what you meant.
Anyhow, those are expensive choices that could perhaps be better spent elsewhere.

Quote:

Gateless HE fights different. I call those border colonies I can't defend sacrifical lambs.

Excellent, that's free colonies for me!!!

Quote:

The enemy attacking them has less ships to defend himself.

How do you figure?
Whilst my ships are mostly gateable (by the nub stage all my ships are gateable except bombers and overcloakers) you have no gates, so your ships are travelling whilst mine are doing!!!
Anyhow, even if they're not gateable, many are still overgateable so a small percentage will die whilst others kick butt.

Quote:

Goal is to keep enemy fleet away from his gates as long as possible, HE has twice as many colonies each worth half as much so can afford to lose a few (grow others to replace easy enough).

Umm yes, HE has twice as many colonies provided that his opponents are stupid. If a HE says to me that he wants some of my space due to his racial trait being inadequate, then I tell him to look elsewhere. Probably his other neighbours do too.
I know, why don't we tell the HE race to ally with a 1WW. A really good match there and easy meat for a neighboring QS Laughing



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Re: Balancing Quick-Start / Long-Term Sun, 26 September 2004 13:18 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
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broader hab means more planets. 3i has the broadest hab possible.

Quote:


Anyhow, those are expensive choices that could perhaps be better spent elsewhere.



Yes it is expensive being a quick start, no matter how you approach it. Going 19% growth rather than 15% is expensive as well. With the compounding effect of growth, such an expense can mean twice the eccon when you really need it.


Quote:


The enemy attacking them has less ships to defend himself...

How do you figure?


Any ships approaching or sitting over my colonies or chasing my fleets are NOT sitting on your gates. You have to deal with whatever suprises I throw your way to slow you down such as suicide bomber killers or chaff killers that take out targets first turn, or massive cloud of frigates with single minelayer on each (with few getting suprise defenders). Meanwhile I AM going to counterattack.

In early going my HE tends to move at warp 9 due to mini-coloniser fuel supply.

Next to SS, HE competes with WM as second most stealthy race.

HE tends to have better mineral supply.

HE tends to have better growth curve than others mid-game.

There was a reason HE lost gates. Before then even with others ganging up, HE was kicking butt. Properly played HE is an ecconomic powerhouse.


Quote:

Umm yes, HE has twice as many colonies provided that his opponents are stupid.


The wider your hab, the more planets possible. How wide is your hab? 1 in 3?

Gateless can be a plus, less feared. I can negotiate for red planets in others cores. You can't as easily, you could throw up a gate and let in enemy hordes.

...

I won both of my first two games with HE. Each had 9+ players and I was likely in the top 2 as far as war being fought for majority of game. In both I crippled those I was most at war with. Spread out maoist war tactics are effective.

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Re: Balancing Quick-Start / Long-Term Mon, 27 September 2004 03:55 Go to previous messageGo to next message
Carn is currently offline Carn

 
Officer Cadet 4th Year

Messages: 284
Registered: May 2003
multilis wrote on Sun, 26 September 2004 11:11

Quote:


Why do you have germ problems with HE 4-5%?



Needing to build mines slows down building factories.

Math comparing factory growth from germ kickstart to regular
{
If 10 factories produce 15 resources and 10 factories cost 60 resources, then growth is 15/60 or 25%

If 10 factories + 10 mines produce 15 resources and 10 factories + 10 mines cost 90 resources then growth is 15/90 or 16.7%
}



Ah, we have different definitions of germ problem, yours seems to be about "when lot of mines have to be build to keep factory building up", while mine is "when i have build nearly all mines, which current pop can use, on all major planets and still more than 20% of my resources go to research, because no room for more mines and no germ to build facs".
As you can see my version of germ problems will seldom occur to 6% tri-i HE and nearly never to 4%.
Quote:



Quote:


cannot see any difference whether you have 1 planet with 25% or 5 with 5% in growth and facs

After reaching max factories for your hold level of 25% pop, factory (eccon) growth stops there.

Well, but you put excess pop on other planets and factory building for tri-i HE is that fast(about 4 turns with 4%tri-i), that you do not lose much, compared to the dangers you have with many low filled planets. Also your speed might increase if you fill high germ worlds to 25%, because they can then quickly provide germ to the rest.

Carn

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Re: Balancing Quick-Start / Long-Term Mon, 27 September 2004 09:56 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

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Quote:


that you do not lose much, compared to the dangers you have with many low filled planets.


You don't lose much? The majority of your eccon is on your HW but can't build another factory or mine because HW is maxed out.

How are you safer? All an enemy has to do is take out your HW and you are toast. Your colonies can't defend themselves well because they don't have many factories.

If you compare, moving pop out a little sooner can mean HW maybe 20% behind but colonies 100% ahead on eccon growth curve, and it is the colonies that will be doing your future growth. The colonies are chosen to have high germ concentrations so you likely get more germ than random mineral settings HW.

The game plan isn't wimpy colonies but use the pop to kickstart the factories then move some of pop onward while the factories build more factories.


[Updated on: Mon, 27 September 2004 09:58]

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Re: Balancing Quick-Start / Long-Term Mon, 27 September 2004 10:48 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
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multilis wrote on Mon, 27 September 2004 16:56

The game plan isn't wimpy colonies but use the pop to kickstart the factories then move some of pop onward while the factories build more factories.



I second multilis here. HE cant go with 3-4 planets these are too easy to siege. HE cant go with spore rain, these deliver too wimpy colonies. So the answer is inbetween. Wink

Lot of relatively little but not too wimpy colonies is the way to go for low growth HE. 30-40 factories can deliver a dock... no pop drop anymore. Few DD-FF? They die. So they use bigger force and get it down and pop-drop? Ohh real tragedy indeed! Laughing Half privateer of pop and 30 factories gone. Check the size of their investment. Razz



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Re: Balancing Quick-Start / Long-Term Mon, 27 September 2004 14:17 Go to previous messageGo to next message
Carn is currently offline Carn

 
Officer Cadet 4th Year

Messages: 284
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Kotk, multilis, do i understand you correctly, that you tell me its wrong to do the following with tri-i he with 1/1000 pop eff or better:

1.Grow colonized worlds to 25%.
2.Colonize in time nearby(1-2 w9 jumps) world, with best avaible germ value and transport excess colonists there.
3.Go to 1.

While i do not fully understand where you suggest to do otherwise, please give me a rough estimate how much % resources you will be ahead if you follow a different strategy.

Carn

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Re: Balancing Quick-Start / Long-Term Mon, 27 September 2004 14:24 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
Lieutenant

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Kotk wrote on Mon, 27 September 2004 09:48


I second multilis here. HE cant go with 3-4 planets these are too easy to siege. HE cant go with spore rain, these deliver too wimpy colonies. So the answer is inbetween. Wink



The best way I have found is to hold your HW at 137,500 and move the the excess to the next "best" world. "Best" can mean many things, but the factors I take into consideration, in about this order, are:

1. Location (1 jump away from the HW, if possible)
2. Strategic placement (is there another prime world <81 ly away?)
2. Min conc
3. Planet conc
4. Neighbor proximity

Once you build up the second planet to 137,500, you start dumping on the next world "out" from your HW. Your pop from your HW is then sent to the next viable planet 1 hop from your HW.

You can still colonize other planets, and in fact it is to your advantage to do this. Not only can you gain valuable tech early from colonization, but you stake your claim to those worlds. Many players will not dispute it. True, you can be popdropped, but that's part of playing a low growth race.

In this manner, you will maximize your pop growth, plus you will have planets that are fully factoried and ready to develop tech or build ships.

Once you hit 137,500 on all the planets in the interior, just let them grow to 250,000, to get full def. They will still produce about the same amount of colonists at that point. Hold at that level, and use the excess to start filling up worlds to 550,000 one by one.

You should never try to move pop more than 1 hop away until later, past Y2465 if possible.

With my 4% HE, I can hit 12K @ Y50 in an optimal universe. Seems low, but it is a pop limitation, so you usually end up with the tech lead, more mins than anyone else, plus the ability of building factories before your ships and still produce the same amount, as if you were just building ships.

I'm totally happy if I can carve out a 35 planet niche in a Huge game, for the first 50 years. On the map it looks very tiny, and most races have better targets, as they are all fighting for similar habs. Last Huge I played, I was able to grab ~45 planets, interspersing a bit. I negotiated my way out of a couple disputes. Let another player pop drop me in a couple of planets with no retribution. Actually have one neighbor tell me that he would've attacked me early, but I only owned a couple planets that he liked, and didn't think a war would be 'worth' it...Heh, he regretted that decision.
Quote:


Lot of relatively little but not too wimpy colonies is the way to go for low growth HE. 30-40 factories can deliver a dock... no pop drop anymore.


Not correct. They are still quite vulnerable. All you have to do is kill the dock, and you are basically dead on a popdrop. I will agree that it is the best way to grow...in a testbed. In a real game, though, you may need the additional colonists to control def to add deterent. Small colonies with ~25% def is not a problem to popdrop for most races.
Quote:


Few DD-FF? They die. So they use bigger force and get it down and pop-drop? Ohh real tragedy indeed! Laughing Half privateer of pop and 30 factories gone. Check the size of their investment. Razz


Their investment is very small, compared to your loss. Even a few thousand can make a big difference later in the game, while a HG can lose hundreds of thousands. Plus, a high growth would make those losses back, by taking your planet. A -f would laugh.

-Matt
...




Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: Balancing Quick-Start / Long-Term Mon, 27 September 2004 22:40 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Location: Edmonton, Canada
Quote:


Kotk, multilis, do i understand you correctly, that you tell me its wrong to do the following with tri-i he with 1/1000 pop eff or better:

1.Grow colonized worlds to 25%.
2.Colonize in time nearby(1-2 w9 jumps) world, with best avaible germ value and transport excess colonists there.
3.Go to 1.

While i do not fully understand where you suggest to do otherwise, please give me a rough estimate how much % resources you will be ahead if you follow a different strategy


If you want an estimate of how much is gained I need more to work with. Growth rate of race, factory and mine settings, game settings (eg: medium density normal with 10 players).

Planets with max factories for 25% pop do not produce more factories. Therefore to increase total factory count (which increases resources), it can be helpful to adjust your #2 "transport excess colonists" to "once factories are kickstarted, pull much of pop off to next colony so that pop will only grow back to 25% around same time factories+mines have grown to max level for 25% pop"

What this adjustment means is the next colony rather than getting a small excess amount of pop trickling in gets a huge dump that quickly gets the next batch of factories growing several times as fast.

Especially when talking initial expansion from HW this can be useful as means first generation of colonies plus HW are all strong enough to face earliest likely attack rather than just HW alone. Your early colonies may all be twice as strong as your normal strategy and your HW ends up only somewhat weaker.

...

Second issue where kotk and mlaub conflict on is what is a good size for early colonies. IMO this depends on much including your race settings, your neighbours, etc. As far as growth goes, smaller colonies yield a bit better pop growth rate as pop tends to spend a bit less time in space (tends to have more direct routes to new colonies, a new colony 160 ly away may have pop more 2 warp 9 hops and less 3 hops as growing through earlier colonies).

For defensive power much depends on you and your opponents. An opponent sending light basher forces can't crack a big colony, mlaub is likely safer. An opponent sending force capable of bashing a HW can only bash planets so fast and being more spread out makes him waste more time in transit.

I tend to have both, a few hub strong colonies and many smaller spread out ones. Best guesses based on info on HWF: I have better pop growth rate than mlaub (can afford some losses or even to do bit of own pop dropping) but am behind in tech. Later I am still behind in tech compared to mlaub but have much stronger eccon and use mass of lower tech hordes to win (eg jihads rather than jugs). Keep in mind no nubs were allowed in my last game which contributed to my methods.




[Updated on: Mon, 27 September 2004 22:46]

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Re: Balancing Quick-Start / Long-Term Tue, 28 September 2004 04:46 Go to previous messageGo to next message
Carn is currently offline Carn

 
Officer Cadet 4th Year

Messages: 284
Registered: May 2003
multilis wrote on Tue, 28 September 2004 04:40

Quote:


Kotk, multilis, do i understand you correctly, that you tell me its wrong to do the following with tri-i he with 1/1000 pop eff or better:

1.Grow colonized worlds to 25%.
2.Colonize in time nearby(1-2 w9 jumps) world, with best avaible germ value and transport excess colonists there.
3.Go to 1.

While i do not fully understand where you suggest to do otherwise, please give me a rough estimate how much % resources you will be ahead if you follow a different strategy


If you want an estimate of how much is gained I need more to work with. Growth rate of race, factory and mine settings, game settings (eg: medium density normal with 10 players).


4% tri-i, 1/800, 15/6/25,gchecked, 20+-/3/25, testbed,medium density medium
6%tri-i, 1/1000,15/9/16,gchecked, 12/3/18,testbed medium density medium
Quote:


Planets with max factories for 25% pop do not produce more factories. Therefore to increase total factory count (which increases resources), it can be helpful to adjust your #2 "transport excess colonists" to "once factories are kickstarted, pull much of pop off to next colony so that pop will only grow back to 25% around same time factories+mines have grown to max level for 25% pop"


Again, tri-i builds factories so fast, that factorz growth is nearly irrelevant, all that matters is pop growth, i cannot see, that it matters more than a few % in total resources and matters slightly in early fighting strength.
So why do you care so much about factories with tri-i HE?
Quote:


What this adjustment means is the next colony rather than getting a small excess amount of pop trickling in gets a huge dump that quickly gets the next batch of factories growing several times as fast.

Especially when talking initial expansion from HW this can be useful as means first generation of colonies plus HW are all strong enough to face earliest likely attack rather than just HW alone. Your early colonies may all be twice as strong as your normal strategy and your HW ends up only somewhat weaker.


I prefer to have 5 colonies at 25% than 10 at 12,5% if war is about. Less points for enemy to attack and faster fleet gathering and intercepting and better mine defense.
Quote:


...

As far as growth goes, smaller colonies yield a bit better pop growth rate as pop tends to spend a bit less time in space (tends to have more direct routes to new colonies, a new colony 160 ly away may have pop more 2 warp 9 hops and less 3 hops as growing through earlier colonies).



This i understand now, for pop growth it could make sense to spread a bit thiner, though i'm sceptical it will realy yield much difference, though i will testbed it, when i have time.

Carn

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Re: Balancing Quick-Start / Long-Term Tue, 28 September 2004 13:07 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Okay i add some figures here just to be sure that we are talking of same thing.

First... econ @ 2450:
Tech: All designed to have about same tech as 4% HE.
Resources: 4% HE gets ~13K, 5% HE gets ~27K, 6% HE gets ~35K.
Minerals: 5% HE has best minerals, 4% is at second place, 6% has worst minerals.

For me it seems that 4% HE lacks the econ to build warships so i dont know why Matt use that thing? At 2435 it has 5-6 colonies at 25% hold 600 res each and rest are just spored places? If neighbour JOAT who decides that HE is not needed has 5-6 colonies at 1K at same time then wtf such tiny guy can do but die? Mad

As for 5% HE ... it can have about 40 docks at 2435. Its not easy to stomp it at once. It starts growing quite OK after 2440 and ~50 planets hit 25%-30% at 2450. Smile

Now when we talk of 6% HE... or 7% 2-immune... These grow like mad so it feels that its own pop-lifting is problem, nothing to talk about being pop-dropped. Confused

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Re: Balancing Quick-Start / Long-Term Tue, 28 September 2004 15:28 Go to previous messageGo to previous message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
Registered: November 2003
Location: MN, USA
Carn wrote on Tue, 28 September 2004 03:46

4% tri-i, 1/800, 15/6/25,gchecked, 20+-/3/25



This is a slightly worse than optimal design, IMO. The 1/800 costs nearly 400 rw points. For slightly less cost, you can get:

4% tri-i, 1/1000, 15/5/25,g checked, 20+-/2/25

Many would argue this, but do the math and get back to me. I think I calculated this correctly. The fact that you are pop limited, and will be growing for a *long* time if you live, means that you are better off saving the resources to build fact and mines. Doing a quick analysis will show that during the growth phase of a 4% HE planet, which is almost the whole game, you will accumulate roughly 10% more resources to spend on other stuff.

The cost difference between the 2 for a full mine/fact operated planet (550K peeps) = 2750 resources. You get an extra 137.5 resources for taking 1/800, on a full up planet. That means that the break even point is probably around 20 years at full cap. I'd rather have the faster ramp, and resources now, then much later...

-Matt


[Mod edit: fixed quote]


[Updated on: Tue, 28 September 2004 17:40] by Moderator





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